This is a tutorial on how to set up an activator that will run a script when a specific spell hits it. This could be used for anything from puzzles to simple (or not so simple) doors. I'll go over three examples of it's possible usage - a door opened by a spell, a pillar which spawns an enemy when you shout at it, and a door which will close itself if open and open itself if closed if you use a spell OR shout at it. Original concept and script from this thread.

This tutorial assumes you have a basic knowledge of Papyrus, and States.

This'll go over something that a lot of people are confused about. When you start a mod, how do you attract people to join your team? I've got a decent amount of experience in this from Immersive Quests, which has a team of around 12 now. So, let's start. I apologize if I seem to take a harsh stance on this, it's a point that needs to be made.

And regarding the title... Mlee made an article on this but redacted it. I wrote a new one but since it's about the same subject figured I'd go with a similar name. Just didn't want to confuse people who think this is also by Mlee.

This is a rewrite of the previous version of this, Making Good Dialogue, including mlee3141's own section on writing dialogue. Everything written in italics was written by me, everything else is written by mlee. This is an article about writing good, interesting dialogue for your quests (which should be well-made, too). Dialogue should be more than just connecting the dots in your quests - it should be what tells the story, and not just the quest's story either. The characters' story too. This article will teach you how to do that.

Thanks to hypno88 for creating this tutorial. He is the author of mods like Wolf Follower - Dynamic pet. This tutorial is more for intermediate or above modders, requiring a knowledge of scripting and quest design. Everything in italics was written by me, and everything else was written by hypno or edited by me.This tutorial explains how to add a new stat to one of the pages in the vanilla stats menu. It requires SKSE to function, but the way it's implemented means that it will only run if the user is currently running SKSE. In other words, it won't add SKSE dependency to your mod, just an extra feature for those users who do use SKSE.

Note: This can be applied to any reference. But this tutorial only covers actors.This is a tutorial by egocarib, the creator of mods like Enchanted Arsenal and Enchanting Awakened. Any text not in italics is either the author's words, or the author's words slightly modified by me. This tutorial assumes you have a basic knowledge of scripting, and a rudimentary knowledge of quest design.This tutorial will teach you how to use a quest and aliases to detect actors of a certain type near to the player. It can be applied in many different ways, but is very useful and pretty simple.

This is a tutorial by DavideMitra, author of House of the Redguard and the WIP House of the Redguard II. Nicely done by Davide. Anything not written in italics is in the author's own words, though possibly edited by me for greater clarity. This tutorial assumes that you have a basic knowledge of the landscape editor and level design.This tutorial will teach you how to create completely exterior caves and dungeons that look good, and how to avoid the usual issues with no-loading screen dungeons like performance, lighting, and looks.

We're going to go over how to create a very simple summon follower spell that will move your follower to the player, play a sound and show an effect, and then display a message upon the spell's completion.

I'm going to talk a bit about creating custom functions, calling them, and some other stuff. Custom functions have been touched upon in numerous places like the Creation Kit Wiki and Cipcis' site, but I'd like to go into some slightly more complex functions, as well as the basics, parameters, and what global functions are. So if you're interested, here we go.

In some responses to people, I've mentioned polling, a method used in scripting that can cause damaging leftover scripts in saves if not done right. They've asked me what it means, so I figured I would create an article about what it is, and why it's damaging. So here it is.

This is a tutorial written by Mofakin. Credits to him for writing it and figuring out how to do this. If you want to see how it can be applied, check his mod out - he used it as an example. This tutorial will teach you how to make detection shaders for objects and other non-actor things. Essentially, it allows you to create a Detect Life-esque ability, but for whatever items you so choose.

We're going to talk about the best way to test mods. Whether you're beta or alpha testing for another modder, or just for your own mod, it's important to follow at least some of these guidelines to minimize your chances of destabilizing or even ruining your game because of a bad mod.

I'm going to teach you how to script a script to do something every week (in-game). Actually, it doesn't have to be a week. It could be a day or an hour or a month. And it doesn't have to be a set time. So I'm going to teach you how to do all of that, in a quick and easy way. This tutorial assumes the reader has, at the very least, a rudimentary understanding of scripting.

In this tutorial I'll teach you how to merge two .esps into one. We'll be using an example where Mod B.esp has created a cave that I want in my mod (Mod A.esp), without having any added masters. It's quite easy - it requires TES5Edit, and that's it.

If you want to promote your mod, a big part of it is showing off your mod - visually. But just taking screenshots or recording a video isn't enough. If you want to show photos and trailers of quality, or how to get those downloading your mods to see how amazing your mod looks (we'll make it look amazing), start here.

I'm sorry for the weird title. What this is about is a quick tutorial on how to create a script that will do one thing if the user of your mod has SKSE installed, and something else if they don't. I might include this in the Common Modding Questions post as well, but I thought this deserved its own post. It's a fairly simple process, but one that could help add a lot of functionality to your mod without having it require SKSE.